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Beyond Axie Infinity: 'Web3 Games' Hope To Convert Crypto Skeptics


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Beyond Axie Infinity: 'Web3 Games' Hope to Convert Crypto Skeptics


Beyond Axie Infinity: 'Web3 Games' Hope to Convert Crypto Skeptics

The moment Chris saw Axie Infinity, he was hooked. He was once an avid gamer, playing hours of League of Legends every day, but stopped after deciding he was sinking too much time into an unproductive hobby. Axie Infinity promised something different. Inspired by Pokemon, it's a video game about training and battling monsters. That sounds like hundreds of other games, but one element distinguishes Axie Infinity. It's built on the blockchain.

Axies are the Pokemon of Axie Infinity, but they're owned as nonfungible tokens, or NFTs. A cryptocurrency called Smooth Love Potion is earned by battling these Axies. Players can also breed Axies, then either sell or battle with them. Chris, who declined to give his real name and goes only by the pseudonym Cryptobarbarian, felt he could justify playing video games again -- as long as it paid.

"It was fun for the first few weeks, but it gets boring really fast," the 28-year-old said. From there, he said, Axie Infinity became purely about making money.

Axie Infinity is a browser game. Accessing it is free, but you need to buy a team of three Axies to play. At its peak of popularity, bottom-tier Axies cost around $350 each, meaning playing the game once required a four-figure investment. The game allows Axie owners to lease out their monsters to other players, however. A longtime crypto investor, Cryptobarbarian told me he bought $30,000 worth of Axies and loaned them out in return for 40% to 70% of the profits. (CNET wasn't able to verify his purchases.)

The strategy paid off at first. Axie Infinity was a hot ticket in CryptoTown, generating over $15 million a day last August. But thanks to a combination of poor in-game economics, inflation threatening the real world's economy and a $600 million hack reportedly caused by a fake job posting, the price of Axies and the game's Smooth Love Potion cryptocurrency collapsed. The same monsters that cost hundreds of dollars last year now fetch under $10.

"I got around 100 players playing for me with high-end Axies," Cryptobarbarian said to me over Twitter, "which overall cost around $100,000 at the height and are now worth nothing."

To gamers, stories like this provide ample reason to reject "Web3 gaming," a term referring to the integration of NFTs and cryptocurrency into games. The significant carbon footprint of ethereum and bitcoin adds to the resentment. Be it Ubisoft bringing NFTs into Ghost Recon or Square Enix launching Final Fantasy 7 NFTs, gamers have fiercely resisted the blockchain coming anywhere near their industry.  

Three Axies in Axie Infinity. 

Sky Mavis

The fear is that crypto and NFTs will deform gaming into a side hustle, transforming its purpose from entertainment to moneymaking. Play-to-earn titles such as Axie Infinity prove the point; they're not games as much as they are financial speculation with the veneer of a game.

"I've never met anyone that played it just for fun," Cryptobarbarian said of Axie Infinity, "only to make money." 

But Axie Infinity doesn't represent the future that many Web3 developers envision for gaming. Video game firms, both small and large, are developing titles they hope will clean the slate of Web3 gaming. All are on carbon-neutral blockchains such as polygon or solana, which are far more efficient than ethereum. (Whether they're as secure is an open question.) The goal isn't to make titles that entertain crypto speculators, but rather to make games fun enough that people can justify playing them regardless of whether they earn crypto. 

"I've long been a believer that gaming is one of the consumer internet categories that is most likely to bring on mainstream adoption of crypto," said Amy Wu, head of gaming at FTX Ventures, the investment arm of the FTX crypto exchange. "But I also believe when you have a hit game with Web3 elements, it's very likely that the majority of players will never actually trade those tokens. They're just playing the game."

Free to play, play to own

The upcoming wave of Web3 games will range from free-to-play mobile titles to big-budget AAA games for PC and console. On the simpler end of the scale is Shatterpoint. With an art style inspired by Legend of Zelda: Breath of the Wild, it's an action RPG for Android and iOS that, on paper, looks like many top App Store games. There's a single-player campaign plus a PvP multiplayer mode. You earn new weapons and gear as you progress and, much like Fortnite and Call of Duty, the multiplayer is broken up into different "seasons."

But these seasons, segmented by "the shattering" in the game, is where the blockchain comes in. Players will be given a certain list of goals each season. If they complete one -- say, being one of the first 100 players to reach level 50, or staying atop of the PvP leaderboard for a certain amount of time -- their character will be converted into an NFT. Only a limited amount of NFTs will be minted per season. 

There are two reasons why players might want to bother scoring an NFT. The shattering acts as an in-game reset, so any gear you've collected will vanish. NFT characters, of which there will be a limited amount each season, are permanent. However your character looks when it's minted into an NFT, with whatever combination of gear equipped, that's how it'll look in perpetuity. The second benefit is that these NFTs can be sold on a marketplace -- if there's a market for them.

A screenshot from Shatterpoint. 

Estoty Games

There are three crucial elements that make this model sustainable, says Shatterpoint developer Benas Baltramiejunas. First, the game is free to play -- unlike P2E games like Axie Infinity, which requires the upfront cost of three Axie NFTs. Second, none of the items retained as an NFT can resemble "pay to win" mechanics. There can only be cosmetic benefits to owning it, not a competitive edge. Last, and most important, the game is designed with the assumption that most people playing won't be interested in minting their character as an NFT. It has to be fun for them too.

"We're using the NFT approach to create a bit of competitiveness, to incentivize players to play," he said. Shatterpoint is monetized by traditional microtransactions and from taking a small cut of NFT sales -- 2.5% is the traditional cut creators take. Baltramiejunas hopes that focusing on NFTs will result in both better game design and fairer prices. If developers can create a compelling game, revenue can theoretically be sorted out organically through whatever the player base sets as the value of the NFTs. 

"In free-to-play games you have whales which account for 10% of the player base but 90% of the revenue," Baltramiejunas said. "If you only have those microtransactions for monetization, you are only focusing on those whales during the content creation, and you're leaving everybody behind. However, with NFT integration, you don't need to monetize that aggressively. The market decides." 

NFT brands expand into gaming

While Shatterpoint is a mobile game that produces NFTs, the coming years will see many examples of the reverse: NFT collections turning into games. NFT drops, such as the famed Bored Ape Yacht Club, are doubling as crowdfunding platforms that produce games. Creators earn millions in royalties from sales, and use that money to expand the brand, theoretically boosting NFT prices in the process. Some brands are expanding into TV and film. Many are dabbling in gaming.

One such example is My Pet Hooligan. It's a product of AMGI Studios, an animation studio where former Pixar animator Colin Brady serves as chief creative and technology officer. The studio sees Unreal Engine 5 and blockchain technology as the next technologies that will drive entertainment, Brady told me at the recent NFT.NYC conference

AMGI Studios' goal of 2021 was to use Unreal Engine 5 to create an animated film for Netflix at half of the traditional cost. While the film was being greenlit, Brady explained, AMGI technical lead Kevin Mack approached him about starting an NFT collection. 

The result was My Pet Hooligan, a set of 8,888 3D rabbits. "We sold out in less than a minute, and all of a sudden people started saying, 'hey, when movie? When TV show? When video game?'" Brady said. The studio, filled with Unreal Engine programmers, already had a game in the works. 

The result is Rabbit Hole, a sandbox game that looks like a mix of Grand Theft Auto and Ratchet and Clank. Rabbit Hole is currently in closed alpha, available only for My Pet Hooligan NFT holders with only one map functional. The build of the game I saw at NFT.NYC was intriguing. It was certainly incomplete, with noticeable frame-rate issues, but had the clear foundation of a fun sandbox game.

My Pet Hooligan NFTs on the OpenSea marketplace.

AMGI Studios/OpenSea

Rabbit Hole will eventually be available for PC and console. Brady says the goal is to reach 1 million players by the end of the year.  To encourage the type of in-game socialization seen among players of Fortnite and Roblox, the studio developed a companion facial-recognition app for phones. If you perch your phone where a webcam typically is on a computer, it'll track your face and replicate all facial movements on your on-screen Hooligan.

Unlike Shatterpoint, which will integrate just NFTs, Rabbit Hole will use both NFTs and crypto. It will have a play-to-earn mechanic -- or play and earn, as technical lead Kevin Mack prefers to say -- in the form of in-game currency Karrots. These will be used to buy clothing, dances and more for the Hooligan avatars, but it doubles as a cryptocurrency that can be exchanged for ether or bitcoin. You can earn money playing Rabbit Hole, but Brady said it's not going to be life-changing cash. 

Then there's the NFT element. This is primed towards holders of the 8,888 My Pet Hooligan NFTs. While players who download the game will start with a generic Hooligan, My Pet Hooligan owners will be able to use their NFT as an avatar in the game. 

If the game gets popular enough, Mack said, there will be a certain prestige to owning one of these avatars. But he recognizes that to make that happen, the team has to make a game that people actually want to play.

"Superman No. 1 is valuable because Superman was a great comic," he said. "I think the NFT space for a while started to get that a little backward, where they thought the things were valuable just because they were collectable." 

To infinity...

Of all the NFT brands expanding into games, Bored Ape Yacht Club is the biggest. BAYC creators Yuga Labs are developing Otherside, a "metaverse" MMORPG. The term "metaverse" is nebulous, but in this case it refers to an open world where items are owned as NFTs and in-game currency is crypto that can be exchanged for dollars. Details on Otherside are scant, but Yuga has a huge warchest for it. The game's map will be made up of 200,000 plots of land, which players can buy and own. Over $350 million was raised from selling land back in May. 

Otherside may be the Web3 game with the highest budget, but perhaps the most ambitious is Star Atlas. 

In development since 2020, the Eve Online-inspired Star Atlas is crafted like a traditional AAA game. Michael Wagner, CEO of Star Atlas development studio ATMTA, told me there are around 200 developers working on the game. It's scheduled for release in 2026. 

Like Eve Online, Star Atlas is half game, half space simulator. Players ride spacecraft through the galaxy, socializing and battling with each other, exploring exoplanets, mining lands and meteors for resources and so on. 

Games like Eve Online are giant, big enough for players to lose themselves in for years. Star Atlas hopes to mimic that feat. On the way to doing so, it uses almost every new tool Web3 offers.

It starts with funding. Wagner said $185 million in revenue was raised in 2021, through the sale of an Atlas token and NFT ships, with a "substantial margin" of that funding development. In the game, ships, items and land will be owned as NFTs. There will be a comprehensive crypto economy built atop the game, which Wagner says will allow for not just a market, but a labor economy too. The economy isn't just in the game; part of Star Atlas will be built on the blockchain, meaning elements will be open source. People will be able to develop apps on top of this data, for things like spacecraft maintenance or resource management. 

Part of Star Atlas' economy will involve taxation. Just like in real life, a certain percentage of all sales will go to a treasury. There will be a DAO, or decentralized autonomous organization, in which token holders can vote on how these funds are used, be it to fund a new marketing campaign or a user engagement campaign. Then there will be another DAO specifically for the game itself, where token holders can vote on changes to the game, like additional features or ways to balance combat. 

"We've structured the economics of the DAO such that we don't lose control in the near term," Wagner said. "But in the future, it would even be possible for them to vote us out as the principal developer of the game and bring in somebody new if they think they could deliver the product in a superior fashion to us." 

Risks and rewards

The potential of Web3 gaming is tremendous, but its challenges are enormous. An examination of Star Atlas alone highlights many issues Web3 developers are likely to face.

First and foremost, making video games is hard. Making high-quality AAA games is harder still, even for veteran game studios, and the Star Atlas game alone is audacious in its ambition. The Web3 components offer additional opportunity for failure: An imbalanced economy, for instance, has the potential to completely break the game. Then there's security and regulation. Crypto has been a digital Wild West for years, with scams endemic. Regulators are slowly changing that. It's an open question whether Web3 gaming can survive in a regulated environment. 

"In many countries, consumer protection is the No. 1 driver of regulations. Given gaming is so mainstream, it will be a topic," said FTX Ventures' Wu. "100%, these assets are going to be regulated."

The final issue is the very commodity that fuels crypto tokens and NFT projects: hype. Games are often promised on NFT project road maps before a single second of development has been undertaken. As Brady noted, it took less than a day for My Pet Hooligan holders to demand the announcement of a game, movie or TV show to sustain hype and lift the NFT value. Vaporware is sure to be common.

Games will need to be developed in a way that insulates players from the crypto-rich speculators. Speculators outbidding each other can artificially raise the value of in-game items, which blocks players who actually want to play the game from accessing them. Recall the speculative bubble that caused the cost of entry to Axie Infinity to inflate to over $1,000.  

"I'm personally not interested in someone who's paying $100,000 for an NFT," said Brady. "That's a certain echelon. That's not normal society. I'm only interested if this helps every person."

Of all the developers I spoke to, a recurring theme was mistrust of any games company that promises a regular income, or dangles the possibility of earning enough money to quit the rat race. "Play-to-earn is not sustainable and is going to die off," said Baltramiejunas. Instead, the goal is for Web3 games to be more engaging than the games you play today, with the benefit of some pocket money on the side.

"If the game was good I would be satisfied with a little money as long as it's not totally a time waste," said Cryptobarbarian, reflecting on how much money he'd need to earn to justify playing games again.

"If I could earn some lunch money with it, that would be nice. But I think that will take at least a few more years before it happens." 


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Samsung QN90B Review: This QLED TV From The Future's So Bright


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Samsung QN90B Review: This QLED TV From the Future's So Bright


Samsung QN90B Review: This QLED TV From the Future's So Bright

The best TVs I've reviewed use OLED screens, but OLED isn't the be-all, end-all in picture quality. High-end TVs with LCD-based screens can get brighter than any OLED television and come pretty close in other important areas like contrast. Samsung's QN90B is a great example, delivering searing brightness with few other compromises thanks to QLED, mini-LED and local dimming technology. It's a futuristic-sounding mouthful, but it works.

I compared the Samsung side-by-side with an LG OLED TV and while the LG won, the Samsung came as close as any non-OLED TV I've tested. The QN90B's ability to focus that light output with very little blooming or stray illumination produces excellent punch, contrast and overall fidelity, surpassing the performance of last year's excellent QN90A.

And as usual Samsung's design and features are top-notch. From the slick stand to the tricked-out remote to a raft of gaming extras, including a new cloud gaming hub with Xbox Game Pass compatibility, the QN90B is simply stacked. If you're in the high-end TV market and looking for an alternative to OLED, or you just have a bright room, the QN90B deserves a look.

Samsung QN90B sizes

I performed a hands-on evaluation of the 65-inch QN90Bbut this review also applies to the other screen sizes in the series. All sizes have similar specs and should provide similar picture quality. 

The QN90B sits at the high-end of Samsung's 4K Neo QLED TV line for 2022. Its main improvement over the less expensive QN85B is better local dimming, according to the spec sheet. Samsung does offer a more expensive 4K model, the QN95B, but its main perk over the QN90B is a separate OneConnect box for the inputs that allows you to run a single cable to the TV. Samsung also charges more for its 8K series, but we don't think it's worth paying extra for that higher resolution. The flagship 8K QN900B has better local dimming than the QN90B and should deliver a superior picture, but it's more than twice as expensive.

The Samsung QN90B QLED TV uses a central pedestal stand.

Unlike many TVs that use legs spread out to either side, the QN90B has a central pedestal stand.

Bobby Oliver/CNET

Distinctive touches, excellent remote

On the outside the QN90B looks basically the same as last year's QN90A, and that's a good thing. Minimalist and nearly all-picture, its most distinctive feature is the stand, which Samsung's website calls a "bending plate." I'm here for that. Centered, with a small footprint, it looks cleaner and sleeker than the dual legs found on most TVs. My favorite aspect is how it suspends the big panel above my credenza, seeming to float. 

The remote for the Samsung QN90B QLED TV includes mic and streaming service buttons.

The clicker includes voice access via the mic button as well as streaming shortcuts keys.

Bobby Oliver/CNET

Samsung's sleek, rounded remote is my favorite TV clicker overall thanks to superior form and function. The keys are well-placed, pleasantly sparse and lack garish colors, the raised volume and channel bars are a nice change from standard buttons and the metallic, wraparound finish feels high-end. I love that it's rechargeable rather than reliant on batteries, and you can top it off via USB-C, the solar cell on the back or RF harvesting. I didn't test the latter two methods.

Cluttered menu, cool cloud gaming

I went through my complaints with Samsung's new 2022 TV menu design in my Q60B review so I'll mention them only briefly here. Too much screen real estate is wasted with ads, clutter and items I don't care about, while many useful functions are buried deep in sub-menus. All the options can be fun to explore, but overall the menu looks dated and feels less personal than Google TV on Sony, for example. I'm still partial to Roku TV for its simplicity, and this iteration of Samsung's TV menus is the opposite. Unlike the Q60B, however, I didn't encounter any lag with the QN90B -- responses were plenty quick.

The Samsung QN90B QLED TV has a game hub with built-in cloud gaming.

A new feature for 2022 is Samsung's game hub, which features cloud gaming from services like Xbox Game Pass and Google Stadia, as well as quick access to connected video game consoles.

Bobby Oliver/CNET

Like all Samsung TVs the QN90B has Samsung's new gaming hub, which connects to cloud gaming services including Xbox Game Pass, Google Stadia, Nvidia GeForce Now and Amazon Luna. I tried it out with a fast wired Ethernet connection, as Samsung recommends, and the experience playing Halo: Infinite was pretty good. My Xbox controller paired easily to the TV and responses were quick as I fought grunts and rode the Mongoose across the map. Graphics were quite a bit softer than the game on an Xbox Series X, as expected, but gameplay was similar.

As with all cloud services your mileage may vary. I tried out a much slower Wi-Fi connection, for example, and the game was unplayable. But assuming you have a good connection (Samsung recommends 50Mbps or more), the ability to play games using just the TV, without needing a console at all, is really cool.

The Samsung QN90B QLED TV offers instant access to Xbox Game Pass.

Xbox Game Pass Ultimate on Samsung TVs lets you play games directly on the TV using cloud streaming, no console required.

Bobby Oliver/CNET

As with last year you can choose between Alexa, Google Assistant and Samsung's own Bixby for your voice assistant, accessible by speaking into the remote or via speaking the wake word ("Alexa," for example) into thin air. (The always-listening mic can be disabled if you want.) The TV also works with Apple AirPlay.

Cutting-edge LCD TV tech

The most important image quality feature on the QN90B is that Neo QLED, mini-LED powered backlight with full-array local dimming. Local dimming improves LCD image quality by making certain areas of the picture dimmer or brighter in reaction to what's on the screen, which significantly boosts contrast, while CNET's testing has found mini-LEDs are brighter than larger ones. Judging from Samsung's obscure "quantum HDR 32X" spec the QN90B has more dimming zones and brighter images than the step-down Q85B, and fewer zones than the 8K models, but Samsung doesn't say exactly how many zones (or how bright). It does tout new-for-2022 "shape adaptive light control" processing, said to reduce blooming and stray illumination, and it seems to work well.

Key features

Display technology LED LCD
LED backlight Full array with local dimming
Resolution 4K
HDR compatible HDR10, HDR10 Plus
Smart TV Samsung Smart Hub
Remote Voice with USB, solar recharging

Like all of Samsung QLED TVs, as well as most higher-end TVs from Vizio, Hisense and TCL, the QN90B's LCD panel is augmented by a layer of quantum dots -- microscopic nanocrystals that glow a specific wavelength (that is, color) when given energy. The effect is better brightness and color compared to non-QD-equipped TVs. The QN90B uses a true 120Hz panel, which improves the TVs' motion performance.

The set supports high dynamic range content in the HDR10 and HDR10 Plus formats. Samsung TVs lack the Dolby Vision HDR support found on most competitors' HDR TVs. I've seen no evidence that one HDR format is inherently "better" than the other, so I definitely don't consider the lack of Dolby Vision a deal-breaker on this TV.

The Samsung QN90B QLED TV has 4 HDMI, 2 USB and a few other ports.

Connectivity is ample on the Samsung QN90B TV, with 4 HDMI that can all handle 4K/120Hz signals, 2 USB ports, an Ethernet connection and more.

Bobby Oliver/CNET

Connectivity is excellent. All four of its HDMI inputs are compatible with 4K/120Hz signals, so if you have multiple devices that output it -- like a PlayStation 5 and an Xbox Series X and a high-end PC card (you know who you are...), you're all set. The QN90B also handles variable refresh rate, including AMD's FreeSync Premium Pro and standard VRR formats, ALLM (also known as Auto Game Mode) which lets it automatically switch to game mode to reduce input lag when it detects you're playing a game, and eARC.

  • Four HDMI inputs with HDMI 2.1, HDCP 2.2
  • Two USB 2.0 ports
  • Optical digital audio output
  • RF (antenna) input
  • RS-232 port (minijack, for service only)
  • Ethernet (LAN) port

The list is mostly solid, unless you happen to own a legacy device that requires analog video (component or composite) or audio. Like many new high-end TVs the QN90B lacks analog inputs entirely, audio or video. On the flipside, it is one of the few TVs with a built-in ATSC 3.0 tuner for Next-Gen TV signals.

The Samsung QN90B QLED TV can hide power and HDMI cables using built-in channels.

The channels also run the length of the TV from the power cable to the input section.

Bobby Oliver/CNET

Picture quality comparisons

For my comparisons I set up the Samsung QN90B next to two other high-end TVs, the Sony KD-65X95K, another mini-LED-equipped model, and the LG OLED65C1P, an OLED-based TV and my current Editors' Choice. I would have liked to use the newer C2 in my comparison but it wasn't available, and the C1 is a good substitute since the two have similar picture quality.

TV and movies: As usual I started my comparison with the montage from the Spears and Munsil HDR benchmark, and the Samsung's brightness advantage over the other two was immediately apparent. The snowcapped mountains, desert sand, clouds and other well-illuminated areas had more impact next to the Sony and LG. Meanwhile in dark scenes with mixed content, like a nighttime cityscape, the LG looked more natural with truer shadows, while the Samsung and Sony appeared slightly more washed-out. The color of the white snow and other areas on the Samsung also looked a bit bluer and less-accurate than the others, but it's nothing that would be noticeable outside of a side-by-side comparison.

The Samsung did a superb job of controlling blooming, or stray illumination that can leak into dark areas from adjacent bright ones. In the montage's difficult black-background scenes, for example the pen tip and the honey dripper, I saw only very faint brightness near the edge of the brightest objects on the Samsung while the Sony was worse. Especially considering its brightness the QN90B's lack of blooming is remarkable, although of course the OLED didn't show any blooming whatsoever.

Switching to an actual movie, The Gray Man on Netflix, the LG pulled ahead a bit. In the dramatic dark scenes like the initial interrogation or the Bangkok nightclub, the OLED TV's ability to preserve darkness in shadows game it a more theatrical look. The Samsung was still excellent, however, and the brightness advantage in the fireworks over the city, for example, was clear over the dimmer OLED. Again the Sony trailed the other two slightly, with dimmer highlights than the Samsung and more obvious blooming, particularly in the letterbox bars.

The Samsung QN90B QLED TV has a settings screen with different game modes.

Game Mode on Samsung TVs includes numerous settings for various types of games, as well as status displays for advanced features like variable refresh rate and frames per second.

Bobby Oliver/CNET

Gaming: The QN90B is a very good gaming TV but I liked image quality in game mode on the other two better. Playing Stray on the PS5, colors looked over-saturated and inaccurate in most of the Samsung's modes, making the leaves of the foliage appear lime-colored, for example. The exception was Sports mode, which tamed colors (especially green) somewhat and brought them somewhat closer to the more-accurate LG and Sony. Of the other picture modes – Standard, RGP, RTS, FPS and Custom – I found it difficult to see any difference between the first four.

I also noticed occasional banding in bright-to-dark areas of Stray, for example around the lights when the kitty fell down the sewer and the picture faded to black and then back up. The LG and Sony looked smooth by comparison. In certain mixed scenes the Samsung's brightness was too much in a dark room, and I ended up using Custom picture mode and reducing brightness from the default 50 to around 10, but that's mainly a matter of personal preference and room lighting.

I did appreciate that the TV automatically detected my Xbox and switched to game mode, and that the game bar displayed status icons for various settings, confirming when I was using VRR or 120 frames per second, for example. Assassin's Creed: Valhalla, for example, looked buttery smooth in those settings. There are three choices to reduce input lag and I kept it on "Fastest," which measured a respectable 10 milliseconds, compared with 14ms and 23ms for "Faster" and "Fast," respectively.

Bright lighting: The QN90B is technically the brightest TV I've ever tested, beating out the Hisense U8G in its brightest settings. I say "technically" because its Dynamic numbers, listed below, are badly inflated. Even so it's exceedingly bright in its accurate modes too, especially compared to competing OLED models.

Light output in nits

TV Brightest mode (SDR) Accurate mode (SDR) Brightest mode (HDR) Accurate mode (HDR)
Samsung QN65Q90B 2,625 974 3,316 1,981
Hisense 65U8G 1,619 1,612 2,288 2,288
Sony KD-65X95K 1,268 421 1,400 1,305
TCL 65R635 1,114 792 1,292 1,102
Vizio P65Q9-J01 1,099 463 1,130 762
LG OLED65C2 413 389 812 759
LG OLED65C1 409 333 790 719

As usual the Samsung's brightest setting, Dynamic, has woefully inaccurate color. For the accurate measurements I used Movie mode with both HDR and SDR, although for SDR the Movie number was achieved by setting the local dimming to High (go to Home > Menu > Settings > All Settings > Picture > Expert Settings > Local Dimming). 

The QN90B maintained steady HDR light output over time in Movie and Filmmaker modes, but in Dynamic mode with both HDR and SDR it fluctuated significantly, starting out at 3,300 and 2,600 nits respectively but falling almost immediately to around 500 -- almost a sevenfold decrease, which is massive. I've seen that behavior on past Samsung TVs as well and it seems designed to achieve prominence in charts like the one you see above. No other TV brand I've tested shows anywhere near that level of brightness change. This issue in Dynamic mode isn't a huge deal for me, however, because I don't recommend using that mode anyway.

Samsung's light-rejecting screen remains the best in the business, maintaining contrast and punch in bright lighting, and reducing reflections, better than the Sony and the LG. The screen, combined with the QN90B's prodigious light output, make it the best TV I've ever tested for bright rooms.

Uniformity and viewing angle: With test patterns I saw minor variations in brightness across the Samsung's screen, more so than the Sony and LG, but I didn't notice them during regular video. From off-angle seats to either side of the sweet spot directly in front of the TV, the two LCDs lost color and black level fidelity at about the same rate, while the LG was essentially perfect. The Sony's blooming was more noticeable from off-angle, however.

The Samsung QN90B QLED TV expert picture settings menu includes access to local dimming adjustments..

In-depth picture settings on the Samsung QN90B include adjustments for its full-array local dimming feature, among many others.

Bobby Oliver/CNET

Picture setting and measurement notes

The default Movie and Filmmaker modes were the most accurate, and pretty much equally so. For HDR, grayscale in bright areas was less-accurate (skewed too much toward green) than I expected in the default Warm 2 setting – switching to Warm 1 helped a bit (it was still too blue, but better) so that's what I'd recommend using. For the Geek Box measurements below I went with Filmmaker/Warm 1. In its favor the Samsung's EOTF for HDR was excellent.

Some other reviewers have reported that 2022 Samsung TVs, namely the S95B QD-OLED TV and the QN95B QLED TV, "cheated" measurements by improving brightness and accuracy with standard 10% window patterns. When using non-standard-sized windows, they reported significantly less-accurate color as well as lower brightness. 

I did not see evidence of cheating on my Samsung-supplied QN90B review sample. I took measurements with various non-standard grayscale window sizes (7%, 9%, 11% and 13%) in HDR (Filmmaker mode) and they were quite consistent in terms of peak brightness, color accuracy and EOTF compared to the standard 10% window. The same goes for 9% and 10% windows with color patterns (ColorMatch HDR). I also measured peak brightness over time and for a two-minute period the image maintained a healthy 1900-ish nits in Filmmaker mode (although as mentioned above, it fluctuated wildly in Dynamic). I don't doubt the reports of other reviewers, but for whatever reason I didn't experience this issue. 

Smoothing, also known as the soap opera effect, is completely disabled in Filmmaker Mode, which I prefer for TV shows and movies. In Movie mode there's more-noticeable smoothing turned on by default (Judder Reduction = 3), but you can adjust it to your heart's content by choosing a preset or tweaking the Custom sliders (Menu > All Settings > Picture > Expert Settings > Picture Clarity Settings > Custom).

Geek Box

Test Result Score
Black luminance (0%) 0.003 Good
Peak white luminance (SDR) 2625 Good
Avg. gamma (10-100%) 2.14 Good
Avg. grayscale error (10-100%) 3.85 Average
Dark gray error (30%) 3.31 Average
Bright gray error (80%) 5.21 Poor
Avg. color checker error 3.27 Average
Avg. saturation sweeps error 3.51 Average
Avg. color error 2.97 Good
1080p/24 Cadence (IAL) Pass Good
Input lag (Game mode) 10.73 Good



HDR10

Black luminance (0%) 0.003 Good
Peak white luminance (10% win) 3315 Good
Gamut % UHDA/P3 (CIE 1976) 94.71 Average
ColorMatch HDR error 2.50 Good
Avg. color checker error 2.10 Good
Input lag (Game mode, 4K HDR) 10.50 Good

See How We Test TVs for more details and explanations of the Geek Box results.

Portrait Displays Calman calibration software was used in this review. 


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Gamevice For IPad Review: A Better Idea Than You'd Think


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Gamevice for iPad Review: A Better Idea Than You'd Think


Gamevice for iPad Review: A Better Idea Than You'd Think

At first glance, Gamevice's Lightning-compatible (MFi) controller for the iPad tablet looks like an absurdly large gaming device. But while the Gamevice for iPad does turn the tablet into a large mobile gaming console, it's actually pretty comfortable for seated, lean-back style games. And an iPad's much-larger screen is better for cloud gaming, since many of the games are designed for big screens and don't scale well to phone size -- especially if you have bad or age-degraded vision.

The Gamevice for iPad isn't cheap at $100 (about £79 and AU$139, directly converted), but at the moment the company offers the only solutions for Nintendo Switch or Valve Steam Deck-like designs, with a split controller mounted on both sides of a screen. It can only be used directly attached that way; you can't connect the two sides of the controller together and use it standalone, as you can with some. If you're familiar with the Razer Kishi, the Gamevice's iPad and iPhone controllers are very similar; unsurprising, since Gamevice worked with Razer on that device.

It supports any Lightning-based iPad, including the iPad (5th to 9th-gen versions), iPad Air 2 and iPad Air 3, the iPad Pro 9.7-inch and iPad Pro 10.5-inch. I tested it with the current 9th-gen model; I tried it on a 7th-gen iPad, but the tablet tended to crash with the controller. Gamevice says that it's working on a USB-C version as well for those of us with newer iPad Airs, Minis or Pros.

Back view of the Gamevice for iPad showing how it attaches to the tablet

An elastic band stretches between the two halves to help support the iPad.

Lori Grunin/CNET

Attaching the controller to the iPad works much like the Kishi. Its two sides are connected by a thick elastic band and the iPad slips into rubberized grooves on both sides. The right side pops over and connects to the Lightning port. There's a passthrough Lightning connector on it so you can charge the iPad, but it doesn't support audio because Lightning's just not that smart. The controller itself is powered by the iPad battery, and it seems to consume only a minimal amount. It's easy to pop on and off, a plus since you probably won't want to leave it on full-time.

Gamevice's iPad controller with paddles that fit on either side of the tablet like a Nintendo Switch, shown on an iPad 9th-gen in a man's larger hands to give a sense of scale.

By necessity, the grips are pretty large, though not too large for my medium-size hands.

Lori Grunin/CNET

Although the Gamevice is an official "Designed for Xbox" accessory, it doesn't have a standard Xbox controller layout. Rather than the left thumbstick close to the top and the right close to the bottom, they're both towards the top, which also means the ABXY buttons sit below and to the left of the right thumbstick. It can take a little getting used to.

Given how much taller the Gamevice for iPad is than typical controllers, it's surprising how little I felt the need to stretch to reach anything. That seems to be because most of the extra length extends toward the bottom, so that all hands grip within reach of the controls and smaller hands just have more of it to rest on.

It probably would get tiresome to hold like a smaller mobile console or phone -- at least, I find it awkward given the size. But sitting up in bed with my knees bent and the iPad resting on my legs is my preferred position for gaming on a phone or iPad, and it's a perfect design for that. I tend not to play speed-intensive games on my mobile devices, though. If you play games that require fast reflexes, that's not a great position.

The right side paddle of the Gamevice for iPad, with the menu button above the ABXY buttons, aligned with the X button, and the thumbstick above and slightly to the right of the B button

If you've got serious Xbox muscle memory, the right side's control layout may trip you up.

Lori Grunin/CNET

I think there are probably things that may take more work to get used to, though. The grips are matte but quite slippery, and I suspect they'll get more so over time. You can probably compensate with some grip tape, though. The nonstandard shape and size of the grips means there's no precut grips you can use.

My biggest gripe with the physical design, though, is how mushy its buttons and triggers are. It doesn't really matter how much Lightning reduces latency over Bluetooth connections if the controls don't operate crisply, since you then can't tell which is responsible for the response lags. "Mushy" is in the fingers of the player, though, so you might find it to your taste.

The controller also gave me intermittent connection issues between services. In other words, it would work fine in Xbox Cloud Gaming, but if I jumped to GeForce Now the games couldn't see it. Restarting the iPad would fix that, but then switching to another service wouldn't work. And Google Stadia just didn't see the controller at all, though I didn't take the time to dig in to diagnosing the problem; it's possible there might be a solution.

Side view of the Gamevice for iPad showing the profile of the grips' shape

The grips are a lot longer than those of a typical controller.

Lori Grunin/CNET

Gamevice Live, the app for the company's line of controllers, and the iOS home screen always saw it even when individual services didn't, so that was no indicator of a larger fail. The software itself was nearly useless. It looks like a launcher that aggregates the different services -- Xbox Cloud Gaming, GeForce Now, Apple Arcade, Google Stadia and the App Store -- but it can't actually launch anything. 

As far as I can tell, it simply shows you featured games from different services and tells you how to add or install them. Even if you've already added or installed them. You can add games to Favorites to find them easily, but you could create a folder on the Home screen to serve the same function and which would also let you launch. (This could, and likely might be, be a constraint of iOS, but it nevertheless makes the software moot-ish.) In general, though, the software neither adds to or detracts from the experience.

I like the Gamevice for iPad the same way I liked the Kishi -- the best choice in a near-zero-competition market, until Backbone One came along with a better feel and design. It's kind of expensive to recommend, given how wishy-washy I feel about it, but if you game a lot on an iPad and have a discretionary budget big enough to merit it, there's enough on the plus side to make the Gamevice worth a shot. 


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IPad Mini Review: An Excellent 2021 Upgrade, But Still A Niche Tablet


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iPad Mini review: An excellent 2021 upgrade, but still a niche tablet


iPad Mini review: An excellent 2021 upgrade, but still a niche tablet

What's the most improved product in Apple's lineup this year? It might be the sixth-gen iPad Mini. The company's smallest tablet got the makeover I thought it needed years ago: Now it has the iPad Air's better display, a USB-C port instead of Lightning, a much better processor and better cameras too. You can also magnetically snap an Apple Pencil right onto the side now. Pretty great, huh?

iPad 9th gen vs. iPad Mini 9th gen


iPad 9th gen 2021 iPad Mini 2021
Screen size 10.2 inches 8.3 inches
CPU A13 Bionic A15
Starting storage 64GB 64GB
Rear camera 8MP Wide camera 12MP Wide camera
Connector Lightening USB-C
Broadband option 4G LTE 5G
Apple Pencil support 1st gen 2nd gen
Weight 1.07 pounds 0.65 pound
Starting price $329 $499

The only problem is, the iPad Mini isn't a must-have gadget. Far from it; as much as the iPad is usually a secondary device for many people, the iPad Mini is often a second iPad. Which makes this a luxury for most. But the 8.3-inch screen, A15 Bionic processor (same as the iPhone 13) and excellent overall performance could make it a first choice for some, and the $499 (£479, AU$49) starting price, while high, isn't as absurdly high as other Apple products.

iPad Minis aren't as necessary with large phones nearby. And the Mini can't do the one thing larger iPads do very well: connect with keyboard cases easily to become sort-of laptops.

But if you think you'll want an iPad that can be an e-reader and gaming device and casual TV screen and sketch pad and notebook and smart home screen, with some email and social media stuff thrown in, this is a pretty lovely choice. If you're OK with its higher-than-basic-iPad but lower-than-iPad-Pro price, that is. 

The Mini has grown on me the more I've used it. And really, all of its features seem upgraded, making for a lovely, speedy little tablet. But I won't be doing any serious writing on it. And with iPhones, more affordable iPads and flashy but still-evolving foldable devices all doing what this Mini does (and possibly better), you have to consider this Mini an overdue revamp that's unnecessary for most. Some will absolutely love it, though.

I'm going to stop trying to type on this Mini, and go back to my laptop to continue this review.

iPad Mini and 9th Gen iPad

iPad Mini, iPad Air, iPad Pro 12.9-inch: a progression of sizes.

Scott Stein/CNET

It's really small... and growing on me

As I take the iPad Mini out of its box, I think to myself, Oh, this really is small. I'm not sure I like that. After using a larger 12.9-inch iPad Pro recently, this iPad feels extremely tiny. Too tiny. I get used to it, though.

The size of this iPad lines up much more with the folding-phone-phablet-Kindle-Switch landscape. It's more of a relaxed handheld. It feels fine held in one hand, and it's easy to carry around in a pinch. It's got a smaller footprint than the 2019 iPad Mini, in fact, but it's also a bit thicker. The Mini comes in new colors now, but they're very very subtle. Mine is purple, but the matte aluminum finish looks more like a slight variation of gray.

And while that small size could be appealing to some people as a bigger-than-a-phone-smaller-than-most-iPads thing, it also makes using it as a laptop replacement really hard.

iPad Mini and 9th Gen iPad

The iPad Mini next to the iPhone 12 Pro. The iPad Mini is definitely bigger than that.

Scott Stein/CNET

You can pair a keyboard with Bluetooth, but there's no dedicated keyboard case (maybe Logitech or others will make one). And the usable screen space gets even smaller when you use the onscreen keyboard to type.

You'll also need a brand-new cover, since no older Mini ones fit. The Mini uses magnets on the back so that a wraparound folio cover snaps right on, but like the iPad Pro and iPad Air cases, that won't provide any drop protection.

But yes, this is bigger than an iPhone. It's still significantly bigger than an iPhone 12 Pro (more than twice the size), and I have to admit, I'm carrying it around for reading and games a lot more than I was expecting. But these days, I'm still mostly carrying it around the house.

I stood it up (using the sold-separately smart cover) on my back porch table while putting together a Weber charcoal grill, and called up the instruction manual. It was better than using a phone, but I also thought… hmm, a regular-size iPad would be easier to read.

In the last few days, I've started taking it everywhere. I took it to the doctor's office even though I have a phone. Why? I like the extra screen. I guess it's why people like big folding phones, too.

iPad Mini and 9th Gen iPad

The iPad Mini's squared-off corners and USB-C port, next to the ninth-gen iPad's older Lightning port.

Scott Stein/CNET

USB-C and a new design, at last

The design of this iPad is completely revamped, much like the iPad Air last year. The flat edges, the sharper screen, the better stereo speakers, a USB-C port, a side magnetic charge strip where second-gen Pencils can snap onto and a side Touch ID home button… this is the total makeover I wanted in the 2019 iPad Mini. I love the look, and it makes me want to use the iPad, even if I'm not interested in using a Mini. It woos me. It all looks great.

But it's not perfect. The repositioned volume buttons on the top edge of the iPad feel weird, though maybe they make more sense when watching videos in landscape mode. And the bezels, while smaller, are still very noticeable to me. They become even more noticeable when using certain apps (see below).

iPad Mini and 9th Gen iPad

The iPad Mini 2019 (left) versus iPad Mini 2021: Videos look bigger with less bezel.

Scott Stein/CNET

A new aspect ratio means larger videos, but some apps don't benefit

Playing a few games from Apple Arcade, comparing side by side with the 2019 iPad Mini, I think: Wait, does this new iPad display look smaller?

The 8.3-inch, 2,266x1,488-pixel display is a longer display than the 2019 iPad Mini's. It also has slightly rounded corners like the rest of the iPad Pro and Air line. Apple says in the fine print that "actual viewable area is less" than the diagonal measurement. Also, apps that haven't been updated for this new screen size will be pillar boxed with subtle black bars, making the bezels seem bigger and the display seem effectively the same (or even slightly smaller) than the 2019 Mini's. Since this is a prerelease of the Mini, Apple Arcade games currently have black bars, for instance. Safari and Notes and other core apps don't. Some apps will autoadjust, and others will need developers to adapt them (as for previous iPads with different screen sizes).

iPad Mini and 9th Gen iPad

Documents and things like comics don't always end up looking bigger (iPad Mini 2021 on the left, iPad Mini 2019 on the right).

Scott Stein/CNET

PDFs, graphic books and digital magazines, which often have 4:3 document layouts, also don't take advantage of the larger screen area. It's just a reminder that the "bigger screen" isn't really what it seems to be here.

But it helps for videos, which play in a wider aspect ratio already. There's a bit less letterboxing, and videos fills a larger area of the screen.

A15 performance: Very good

The A15 processor in the Mini is like the one in the new iPhones. Think of it as a hybrid of older iPad Pros and more recent iPhones. The single-core Geekbench 5 benchmark score average I got was 1,598, which is similar to the iPhone 12 models' scores last year. But the multicore score is 4,548, which is close to what Apple's pre-M1 iPad Pros could handle with the more graphics-boosted A12Z chip. Like pretty much every current-gen Apple device, the 2021 iPad Mini is fast enough that you won't have to worry about taxing the system, at least with currently available apps. 

iPad Mini and 9th Gen iPad

Two apps at once can feel small sometimes, but it's almost like two phone screens glued together, too.

Scott Stein/CNET

Multitasking: Mostly works

Holding the Mini sideways with two apps open, it first feels cramped. Then I realize this is close to the two-app split view that the Microsoft Surface Duo has, or that folding phones like the Fold can do. It's kind of like two phone screens side by side, except you can't fold the Mini.

I wanted to hate how small the Mini is, but I'm starting to find multitasking on an 8-inch screen kind of addictive. It's exactly what the iPhone can't do. iPadOS 15 makes swapping apps in and out of multitasking mode a bit easier, but the tiny triple-dot icon on the top of the screen is also easy to accidentally press in some apps, since it's near a lot of top menu bars and icons.

iPad Mini and 9th Gen iPad

The iPad Mini camera with flash (middle) compared with the iPad 9th gen (left) and the lidar/dual-camera iPad Pro (right).

Scott Stein/CNET

Rear camera with flash, and digital-zoom wide-angle front camera

The Mini's cameras are good: not recent iPhone-level, but more than good enough. A rear flash and 4K video recording will make it good enough for documentation or on-the-spot videos and photos, though it doesn't have multiple rear cameras, and doesn't have lidar scanning like the iPad Pro models do. The front camera has a wider-angle mode that taps into Apple's digital-zooming Center Stage tech, which debuted on the iPad Pro in the spring. It's helpful for face-following while on video chats using FaceTime, Zoom and other supported apps, and is a feature that all Apple devices should add.

iPad Mini and 9th Gen iPad

So many devices, and the Mini feels a bit like so many of them.

Scott Stein/CNET

Game console? E-reader? Sketchpad? Sure. But… pricey

The size of this Mini sets it up as a gaming tablet, or a Kindle alternative, or a very nice superportable sketchpad. This is what Apple is clearly leaning into with the Mini. There's also a business audience for a revamped and faster mini tablet for point-of-sale or field work. 

But add up what this will cost: $499 only gets you 64GB of storage and a USB charger in the box. Buy a case, which you'll absolutely need ($60) and that nice Pencil ($130), and upgrade the storage to 256GB ($150) and you're at $840. Not cheap!

iPad Mini and 9th Gen iPad

The Microsoft Surface Duo (left) and the new iPad Mini (right). A future glimpse, perhaps, at where the iPad's size could go next...

Scott Stein/CNET

Could this be a phone? Not really

It's tempting. The new Mini has 5G (but read the fine print on that one). It's small. It's sort of lower-priced than iPhones. But there are clear downsides. It's not water-resistant or drop-resistant like an iPhone. It's large, like really large -- you'd need a big jacket pocket or a bag. It doesn't have GPS. There's no actual phone call app. And I don't know why it took me so long to realize, but iPads have no haptics, which is weird. No buzzing for silent notifications, and no subtle feedback in games and in apps. 

It really makes me think about using a 5G-enabled iPad Mini as a phone replacement. Apple has a clear gap in its product lineup. The Mini feels like the sort of device that folding phone makers are aiming toward. The Mini is the best option Apple has in that space. But a future iteration could end up being the candidate for a folding display, like the Microsoft Surface Duo or the Samsung Galaxy Fold 3 (which, by the way, both cost a lot more than an iPad Mini).

About that 5G: The Mini's flavor of 5G doesn't support the limited-availability but sometimes very fast millimeter-wave frequency like the iPhone 12 and 13 and the spring iPad Pro do. If you don't know what I'm talking about, 5G signals come in several types, and mmWave (where available) is like a very fast local hotspot. This means, effectively, that this Mini's 5G won't reach superhigh speeds. In suburban Montclair, New Jersey, my Verizon 5G test SIM speeds ranged from 270Mbps to 170Mbps, which is basically similar to LTE. The $150 cellular modem add-on plus monthly fee isn't worth it to me (but maybe your business will foot the bill?)

iPad Mini and 9th Gen iPad

Using it while putting together a charcoal grill. Second grill, second iPad.

Scott Stein/CNET

It's nice, but niche

I just bought a charcoal grill, a Weber. I already have a gas grill. Why did I do this? I wanted an affordable one that could do charcoal, too. Sometimes people buy second grills. It's a luxury, and a niche. People buy second things. Or specialized things. The Mini is a great total revision, but I wouldn't say it's a must-have… and it's far too expensive (and limited) for kids. (Or my kids, anyway.) For your family, maybe, it might be worth the upgrade if you're in love with the design and don't mind the mini size. But it's the best iPad Mini, if you ever craved one and have the cash to spend. It's a lovely little luxury.


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